Pages in Culling
-
Culling
In general, (visibility-) culling is the process of limiting the amount of things rendered (both geometry and drawcalls) to manageable levels, so the GPU doesn't go up in flames.
-
Frustum Culling
Removal of geometry that is outside the cameras view region.
-
Interior Culling
Removal of geometry hidden within geometry.
-
Cluster Culling
Efficiently culling small clusters of geometry.
-
Distance Culling
Removal of geometry that is too far away.
-
Portal Culling
Removal of geometry that is not in the same 'room'.
-
Occlusion Culling
Removal of geometry that is fully hidden behind other geometry.
-
Back Face Culling
Removal of geometry not facing the camera.